KILLZONE 2 - input lag now? if you want a reskinned COD4, go play WaW

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Kittonwy said:
The map design for all three beta maps are simply exceptional, and they're pretty huge too, just so much intricacy but still relatively easy to remember. >:3
You're insane...


Unless of course you mean artistically. Gameplay wise they're pretty damn awful...

I've never seen a game where people get stuck all over the place and where spawn raping happens 99% of the time, and it always seems to favour one faction which again goes for the awful map design.


And this is coming from me so you know I'm not trolling.
 
Metalmurphy said:
You're insane...


Unless of course you mean artistically. Gameplay wise they're pretty damn awful...

I've never seen a game where people get stuck all over the place and where spawn raping happens 99% of the time, and it always seems to favor one class which against goes for the awful map design.


And this is coming from me so you know I'm not trolling.
holy crap dude when are you ever right

you have this fetish with being wrong
 
Raist said:
I'm not sure parallax mapping would allow this kind of effects with lighting. Or does it ?
In one of the first tech videos for Crysis it had a bunch of pebbles and stuff on the ground texture casting shadows with the text "zomg parralax mapping!", looks pretty much like that .gif.
 
Metalmurphy said:
Yes, I'm hating the level design cause I simply want to... No other reason what so ever. I do hate games after all.
Honestly if you played the maps for maybe 3 or 4 rounds you'd have a fantastic understanding of their general layout. After about 10 rounds you'll know them by heart. They're definitely more complicated than something like de_dust, but I think the ridiculous amount of geometry you're seeing is just throwing you off. The maps in the beta are freaking awesome

It's also kind of a moot point since you've always got something on your HUD showing you exactly where to go for an objective. Just follow the HUD as you go around corners and you'll be right in the action every time, the maps don't trap you into corners or anything
 
The level design is great and there are easy ways to avoid "spawn camping" in all maps, there are multiple paths you can take to get out of your base. Besides, withthe auto-turrets they can't afford to get too close. In Blood Gulch I've seen both factions try to spawn camp, the maps most definitely do not favor one over the other.

Do not listen to this crazy person, Guerrilla.
 
Danne-Danger said:
In one of the first tech videos for Crysis it had a bunch of pebbles and stuff on the ground texture casting shadows with the text "zomg parralax mapping!", looks pretty much like that .gif.

Really ? Well you learn something new everyday. I'll just stfu and stare at this gif for 10min now :lol
 
RoboPlato said:
Tempy works at Guerilla.
Shit, I thought he is working for GueRRilla Games ...

I dont know whats his position at GG but he's not as kind as JStevenson and has not as much authority as JS has ... I'm out of beta so he sux ..
dryzo3.gif


At least like to hear some info about which media has choosen for sp beta from turkey and like to get much info about this 4 SPU thing ..
 
EnthusiasTech said:
Shit, I thought he is working for GueRRilla Games ...

I dont know whats his position at GG but he's not as kind as JStevenson and has not as much authority as JS has ... I'm out of beta so he sux ..
dryzo3.gif


At least like to hear some info about which media has choosen for sp beta from turkey and like to get much info about this 4 SPU thing ..

I believe Tempy is a dev, not a community manager... so... yeah, it's JS' job, not Tempy's.
 
kenta said:
Honestly if you played the maps for maybe 3 or 4 rounds you'd have a fantastic understanding of their general layout. After about 10 rounds you'll know them by heart. They're definitely more complicated than something like de_dust, but I think the ridiculous amount of geometry you're seeing is just throwing you off. The maps in the beta are freaking awesome

It's also kind of a moot point since you've always got something on your HUD showing you exactly where to go for an objective. Just follow the HUD as you go around corners and you'll be right in the action every time, the maps don't trap you into corners or anything
I'm a so I think I've played them way more the 10 rounds each so I know them by heart now, I also know how to exploit them by heart... And I'm not complaining about how complicated they are, just the layout, just stuff like small corridors, or important stairs that are tiny and make people get stuck. Or the fact that you have to leave your spawn point through a tiny door where everyone is afraid to advance trough it, etc...
 
Metalmurphy said:
I'm a so I think I've played them way more the 10 rounds each so I know them by heart now, I also know how to exploit them by heart... And I'm not complaining about how complicated they are, just the layout, just stuff like small corridors, or important stairs that are tiny and make people get stuck. Or the fact that you have to leave your spawn point through a tiny door where everyone is afraid to advance trough it, etc...
Then I guess this is a matter of taste because I love the small corridors and how they generate tension and intense firefights. Also I think you're talking about Radec Academy when you refer to people being afraid to go through a doorway (leading out from the bathroom, right?), and in that case I'd remind you that there are two other ways to get out from there. One of which would have you flanking the people giving you a hard time on the other side of that doorway
 
Metalmurphy said:
Yes, I'm hating the level design cause I simply want to... No other reason what so ever. I do hate games after all.

Dude, the maps are pretty easy to get through. I mean it's not like COD4 or something that accessible, it requires that you play a couple rounds to know each map(and that should be considered fine). The maps aren't even that complex. There's a lot of geometry to take in and initially that was confusing to me as well but other than that I just don't see it the way you do.

As for spawn camping, I disagree. Even with the relatively small amount of matches I've played I have never had a serious problem. I haven't noticed the maps favoring one faction or another either.

I just don't see it.
 
EnthusiasTech said:
Shit, I thought he is working for GueRRilla Games ...

I dont know whats his position at GG but he's not as kind as JStevenson and has not as much authority as JS has ... I'm out of beta so he sux ..
dryzo3.gif


At least like to hear some info about which media has choosen for sp beta from turkey and like to get much info about this 4 SPU thing ..

Try reaching "motherh" at the us playstation forums iirc.
 
kenta said:
Then I guess this is a matter of taste because I love the small corridors and how they generate tension and intense firefights. Also I think you're talking about Radec Academy when you refer to people being afraid to go through a doorway (leading out from the bathroom, right?), and in that case I'd remind you that there are two other ways to get out from there. One of which would have you flanking the people giving you a hard time on the other side of that doorway
You mean the one that makes you go out trough a ladder with the obvious turret that'll grind you to pieces as soon as you show your head?

Both ways out the spawn point are tiny and easily blocked both by your own team and the enemies.
 
Metalmurphy said:
You mean the one that makes you go out trough a ladder with the obvious turret that'll grind you to pieces as soon as you show your head?

Both ways out the spawn point are tiny and easily blocked both by your own team and the enemies.
If there was a turret waiting for you at the top of the ladder, someone on their team put it there, it's not part of the level design. The other way out is a staircase on the left side of the bathroom (featuring a small corridor at the top!), but it's not an impossible situation to work yourself out of
 
kenta said:
If there was a turret waiting for you at the top of the ladder, someone on their team put it there, it's not part of the level design. The other way out is a staircase on the left side of the bathroom (featuring a small corridor at the top!), but it's not an impossible situation to work yourself out of
Ofcourse it's part of the level design, it can be a turret or another player camping, point is it's hard to get out of there. And to go to that staircase you need to get past the small door I was mentioning earlier.
 
icechai said:
nothing is really wrong with it, but if everyone on a team loads with it, it's going to seem a bit stacked isn't it? I mean, imagine you start a round and you'd see rockets flying by and exploding people around you. Granted they have limited ammo, and most rocket users end up suiciding along with their kills in close range, but still, it can seem a bit unfair.

Well its nothing new. Everyone can do it on COD4/5 too but its not a problem in that game at all (maybe because people save their rockets for taking down vehicles lol).

BTW Icechai, I saw you playing Warhawk instead of KZ2 last night. You don't deserve the beta :P
 
Metalmurphy said:
Ofcourse it's part of the level design, it can be a turret or another player camping, point is it's hard to get out of there. And to go to that staircase you need to get past the small door I was mentioning earlier.
No, there is another staircase inside the bathroom, dude. There is also one on the other side of that doorway, but there's one inside as well
 
kenta said:
No, there is another staircase inside the bathroom, dude. There is also one on the other side of that doorway, but there's one inside as well
Oh yeah, the one that goes up to the library/podium. That one is fine, I guess, but once you go trough it again you have to go through a tiny staircase down. It's this I hate on it, everywhere you go you eventually get to a choke point not to far away.
 
Metalmurphy said:
I've never seen a game where people get stuck all over the place and where spawn raping happens 99% of the time, and it always seems to favour one faction which again goes for the awful map design.

It sounds like someone hasn't learned that you aren't supposed to run down the center of the Hallway when you run up the stairs in the Academy after spawning as a Helghast. But I thank you since those a really easy kills for me. :P
 
SolidSnakex said:
It sounds like someone hasn't learned that you aren't supposed to run down the center of the Hallway when you run up the stairs in the Academy after spawning as a Helghast. But I thank you since those a really easy kills for me. :P
Actually I'm usually the one on the other team in the other building sniping them as they go up the stairs and have to get trough yet another small corridor :p. Well, sniping those that survive the execution before the stairs that is.

I also found other exploits in other maps as WaxVanillaFree can testify :lol
 
Metalmurphy said:
You're insane...


Unless of course you mean artistically. Gameplay wise they're pretty damn awful...

I've never seen a game where people get stuck all over the place and where spawn raping happens 99% of the time, and it always seems to favour one faction which again goes for the awful map design.


And this is coming from me so you know I'm not trolling.
Yea, I have to say you're wrong too.

People favor 1 faction because the helghast have eyes that you can see from anywhere on the map...and it's hard to spot the other team and so people want easy kills. GG is fixing this issue though. Spawn camping doesnt happen 99% of the time. Its more of a 50/50 chance.

Awful map design?
Well, I'm not sure of what multiplayer games you've been playing.
On blood gracht, I've been able to allow the helghast to spawn camp the ISA and we demolished them for a minute, until we were over run with explosives and then they surrounded the spawn points :lol.

It's not impossible to turn the tide.
 
Can't wait till I get off work tonight.

You guys better add me, I can't go up against the gaffers again.

BTW, I don't need to be a certain rank to join a clan right, just to create one?
 
Metalmurphy said:
I'm a so I think I've played them way more the 10 rounds each so I know them by heart now, I also know how to exploit them by heart... And I'm not complaining about how complicated they are, just the layout, just stuff like small corridors, or important stairs that are tiny and make people get stuck. Or the fact that you have to leave your spawn point through a tiny door where everyone is afraid to advance trough it, etc...

There are small corridors and doorways, they really require a team of players to make a coordinated effort to push through and capture the area, some of the chokepoints you simply can't go in one by one, it takes coordination, it's just the way some people play, when you're on a good team you can definitely know the difference and that's one of the things that imo defines a good map.
 
Metalmurphy said:
Actually I'm usually the one on the other team in the other building sniping them as they go up the stairs and have to get trough yet another small corridor :p. Well, sniping those that survive the execution before the stairs that is.

I also found other exploits in other maps as WaxVanillaFree can testify :lol

I wouldn't know. I've put in nearly 12 hours into the beta and haven't played as the Helghasts once. :P But i've never been spawn trapped before.

Nafai1123 said:
Anyone know if this game will have screenshot functionality? It would be rather foolish not to.

I'm hoping it does. They don't even need to add in the usual filters since KZ2 has most oof them in game already.
 
Metalmurphy said:
You mean the one that makes you go out trough a ladder with the obvious turret that'll grind you to pieces as soon as you show your head?

Both ways out the spawn point are tiny and easily blocked both by your own team and the enemies.
If you go down the ladder (1 of the 3 ways to get out at academy) then you dont HAVE to go all the way to their base. You climb up the ladder at a different part of the map 1st. There's no turret there. What are you talking about?

Most people dont even think to take that way because they want to be in the action. Just be a tactician and throw a spawn point somewhere else so you guys can flank them.

There's ALOT of strategies that can be used, and I'm usually the one to get us out of that spawn camping business. Unless there's another idiot tactician who doesnt know how to throw down spawns.
 
mr_nothin said:
If you go down the ladder (1 of the 3 ways to get out at academy) then you dont HAVE to go all the way to their base. You climb up the ladder at a different part of the map 1st. There's no turret there. What are you talking about?

Most people dont even think to take that way because they want to be in the action. Just be a tactician and throw a spawn point somewhere else so you guys can flank them.

There's ALOT of strategies that can be used, and I'm usually the one to get us out of that spawn camping business. Unless there's another idiot tactician who doesnt know how to throw down spawns.
I meant a player turret. Smart players usually drop one there. And if not, there's usually someone camping.
 
So thanks for answering my questions about mp in kz2, just was hoping from the gifs of destruction that it would add more to gameplay:-

e.g. If there was a sniper on a metal bridge afixed with two concrete blocks at either side. If the two blocks are destroyed the metal bridge could be broken. So that you reduce the sniping spots in the match.

Thats what I was hoping for in the inclusion of destructible enviroments in multiplayer.
 
Metalmurphy said:
I meant a player turret. Smart players usually drop one there. And if not there usually someone camping.
Turrets arent that hard to take out, especially when they're out in the open. I usually blow them up before they take down any significant amount of energy. Just unload on those bitches and they'll blow pretty fast.

Metalmurphy said:
Actually I'm usually the one on the other team in the other building sniping them as they go up the stairs and have to get trough yet another small corridor :p. Well, sniping those that survive the execution before the stairs that is.

I also found other exploits in other maps as WaxVanillaFree can testify :lol
Sounds like you dont like small pathways because you're mostly a sniper. There's been plenty of times where i'd be "out in the open" with my cloak on and i'll get dozens of kills.
Even in small corridors, i'd get kills. If i'm sniper, I always get a score of like 40-10 or 58-17 or soemthing like that. It's all about playing smart ;)
 
mr_nothin said:
Turrets arent that hard to take out, especially when they're out in the open. I usually blow them up before they take down any significant amount of energy. Just unload on those bitches and they'll blow pretty fast.
They're pretty hard to take out when you're climbing a ladder :P


mr_nothin said:
Sounds like you dont like small pathways because you're mostly a sniper. There's been plenty of times where i'd be "out in the open" with my cloak on and i'll get dozens of kills.
Even in small corridors, i'd get kills. If i'm sniper, I always get a score of like 40-10 or 58-17 or soemthing like that. It's all about playing smart ;)
The thing is, I'm not complaining for my self, I know how to get out of those situations, but I can tell most people don't, I can hear them complain, I see them leave or switch teams, and I really can tell there's a problem there.
 
Metalmurphy said:
Actually I'm usually the one on the other team in the other building sniping them as they go up the stairs and have to get trough yet another small corridor :p. Well, sniping those that survive the execution before the stairs that is.

I also found other exploits in other maps as WaxVanillaFree can testify :lol

People aren't used to what they need to do first to clear the area, seriously they need to lay down some coverfire from the other entrance to clear up the lower part of the corridor and throw some grenades to clear up the upper part, but it takes a concerted effort instead of just a couple of dudes hanging around the stairwell getting killed. You can't take on three or four guys on the ramp by sending one or two people up the stairs, that just makes no sense.
 
Metalmurphy said:
They're pretty hard to take out when you're climbing a ladder :P


The thing is, I'm not complaining for my self, I know how to get out of those situations, but I can tell most people don't, I can heard them complain, I see them leave or switch teams, and I really can tell there's a problem there.

I've never encountered a turret there before. The only one i've encountered is the 1 at the ISA's base, when you climb up that ladder.
And if there was, they cant take you out before you climb up the ladder.


People leaving and switching teams is just them stacking because they want to get easier kills. That's what a lot of people tend to do on certain maps....or on certain servers. When you see the ISA being stacked for EVERY map on the same server. It's just people stacking teams and it's not a problem about the level design. It's the players playing the level that can make a good level seem bad. I dont think you can blame it on the map design when there's 18 vs 7 and you're being spawn camped. It's more about auto balancing that it is map design and they said that they have addressed the issue and are going to fix it.

I cant believe there's 5 other maps to be played. These 3 are already amazing.
 
mr_nothin said:
Yea, I have to say you're wrong too.

People favor 1 faction because the helghast have eyes that you can see from anywhere on the map...and it's hard to spot the other team and so people want easy kills. GG is fixing this issue though. Spawn camping doesnt happen 99% of the time. Its more of a 50/50 chance.

Awful map design?
Well, I'm not sure of what multiplayer games you've been playing.
On blood gracht, I've been able to allow the helghast to spawn camp the ISA and we demolished them for a minute, until we were over run with explosives and then they surrounded the spawn points :lol.

It's not impossible to turn the tide.

I posted asking whether or not the bright orange eyes of the Helghast were a problem and everyone was all like "it's not any problem at all! The ISA lights are just as bright!"

Yea... that's what I thought. And while the ISA do have lights, I have eyes, and I can watch videos. Helghast stick out like sore thumbs. And I'd also conjecture ISA gets way more Headshots than Helghast...
 
My Arms Your Hearse said:
I posted asking whether or not the bright orange eyes of the Helghast were a problem and everyone was all like "it's not any problem at all! The ISA lights are just as bright!"

Yea... that's what I thought. And while the ISA do have lights, I have eyes, and I can watch videos. Helghast stick out like sore thumbs. And I'd also conjecture ISA gets way more Headshots than Helghast...
LOL, they said it was no problem?
It feels unbalanced when im helghast. Especially when i'm trying to hide up in a building and give support from the air. I stick out like a sore thumb, unless i'm cloaked. I have to look around for movement to spot the ISA. They just look for the lights. The ISA have lights on their backs but it's not all that much noticeable.

GG have a remedy for this though and they've already explained what they'll be doing and I think both sides will be much happier.

That's 1 of the main reasons why people stack the ISA because they find it harder to play as Helghast.

About the headshots, I get just as many headshots on ISA as I do with Helghast. I'm number 2 in headshots out of everybody in the beta so I should know :D.

I might be number 1 now..I need to check my rankings.
 
So who is sharing the BETA with me ? .... anyone ?.... guys ?
 
Metalmurphy said:
They're pretty hard to take out when you're climbing a ladder :P


The thing is, I'm not complaining for my self, I know how to get out of those situations, but I can tell most people don't, I can heard them complain, I see them leave or switch teams, and I really can tell there's a problem there.

So basically you want the maps to be easier for people who like to bumble around and don't play the game very well. They could just make the map a flat open one and that would be easy for everyone, but that wouldn't be a good map at all.
 
mr_nothin said:
LOL, they said it was no problem?
It feels unbalanced when im helghast. Especially when i'm trying to hide up in a building and give support from the air. I stick out like a sore thumb, unless i'm cloaked. I have to look around for movement to spot the ISA. They just look for the lights. The ISA have lights on their backs but it's not all that much noticeable.

GG have a remedy for this though and they've already explained what they'll be doing and I think both sides will be much happier.

That's 1 of the main reasons why people stack the ISA because they find it harder to play as Helghast.
Good to hear that they have a good solution. Care to elaborate on what it is? I'm always really curious to hear about decisions like this in game design.

Kittonwy said:
So basically you want the maps to be easier for people who like to bumble around and don't play the game very well. They could just make the map a flat open one and that would be easy for everyone, but that wouldn't be a good map at all.
Final Destination, Killzone-style
 
mr_nothin said:
LOL, they said it was no problem?
It feels unbalanced when im helghast. Especially when i'm trying to hide up in a building and give support from the air. I stick out like a sore thumb, unless i'm cloaked. I have to look around for movement to spot the ISA. They just look for the lights. The ISA have lights on their backs but it's not all that much noticeable.

GG have a remedy for this though and they've already explained what they'll be doing and I think both sides will be much happier.

That's 1 of the main reasons why people stack the ISA because they find it harder to play as Helghast.

About the headshots, I get just as many headshots on ISA as I do with Helghast. I'm number 2 in headshots out of everybody in the beta so I should know :D.

I might be number 1 now..I need to check my rankings.

The helghasts are more intimidating up-close though and they're darker and blend in more other than those bright eyes. >:3
 
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